I found a bug, when we lost for 2 second time, F4 HUD text changes to “F4 =
Change Name” instead of “F4 = Toggle Ready”, like Tournament mode (Valve uses
the same source code?), and we can’t start round because F4 doesn’t work.
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I found a bug. The Steel Heavies (with the gauntlets), when in groups, are
not able to handle mini-sentries. They'll mill around it for a while then
get distracted.
-Damon
"The speed of light sucks." -John D. Carmack
On Thu, Aug 16, 2012 at 6:39 PM, Franco Valerio wrote:
> I found a bug, whe
Every 30-60 my gameservers are crashing with one of the following lines in
console:
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycle
- Engine error: Host_Error: Overflow error writing string table baseline
ServerMapCycleMvM
Does anyone know how to
every 30-60 minutes*
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Andreas Grimm
Sent: Thursday, August 16, 2012 11:48 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: [hlds] TF2 Engine Error: Host_Error: Overflow ...
Eve
Is this only when running MvM mode?
Saint K.
From: hlds-boun...@list.valvesoftware.com [hlds-boun...@list.valvesoftware.com]
On Behalf Of Andreas Grimm [l...@gmx.net]
Sent: 16 August 2012 11:54
To: 'Half-Life dedicated Win32 server mailing list'
Subject: R
After you run it either in the console, server.cfg or command line you get following (manually typed in from screen shot so may
have some typos)
threadtools.cpp (2644) : Assertion Failed: Illegal termination of worker thread
'SteamFindServerThread'
Assert( Assertion Failed: Illegal termination
All servers, even when MvM isn't active.
70 gameservers had ~300 crashes in the last 6 hours
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: Thursday, August 16, 2012 11:56 AM
To: Half-Life dedicated Win3
We're seeing crashes as well across our normal PvP servers. MvM seems to run
pretty stable. This is on Linux though.
Haven't captured an error yet.
(logfile just stops here; " triggered "captureblocked" (cp "0") (cpname
"#koth_viaduct_cap )
Saint K.
Fro
Anyway to kick specs human, server doesn't seems to kick them itself.
Thx
2012/8/16 Damon Reece
> I found a bug. The Steel Heavies (with the gauntlets), when in groups, are
> not able to handle mini-sentries. They'll mill around it for a while then
> get distracted.
>
> -Damon
>
> "The speed of
Hey, maybe I missed some sort of memo, but as a server owner, how should I be able to change the missions my server runs? I was playing on my private server with some friends earlier but we noticed in matchmaking we could select these different missions here: http://puu.sh/VQAnWhen playing on my se
Thanks for the replies, the're helping a ton. After the update, and
looking through my maps directory, I don't seem to have any of the mvm
map files, just the standard maps I had before. Do you have to do
anything special to get those map files? Also, I'm editing the maplist
and mapcycle files, is
The only real way I've found so far is to call a ChangeMission vote once in
game. Still trying to find the command to do it otherwise.
On 16 August 2012 12:06, wrote:
> Hey, maybe I missed some sort of memo, but as a server owner, how should I
> be able to change the missions my server runs? I w
These two lines are present, too:
Engine error: Host_Error: Overflow error writing string table baseline
ServerPopFiles
Engine error: Host_Error: Overflow error writing string table baseline
GameRulesCreation
-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...
RL:
<https://list.valvesoftware.com/cgi-bin/mailman/private/hlds/attachments/20120816/4499fc89/attachment-0001.html>
--
Message: 2
Date: Thu, 16 Aug 2012 19:10:18 +0930
From: Damon Reece
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds]
"kick username"
-Damon
"The speed of light sucks." -John D. Carmack
On Thu, Aug 16, 2012 at 8:24 PM, Flubber wrote:
> Anyway to kick specs human, server doesn't seems to kick them itself.
> Thx
>
>
> 2012/8/16 Damon Reece
>
>> I found a bug. The Steel Heavies (with the gauntlets), when in gr
I have the same bug as Jeremy.
On 16 August 2012 03:51, Lord_Jeremy Xavier wrote:
> My linux servers are showing X/32 in the server list. My maxplayers is set
> to 32. When I set sv_visiblemaxplayers to 6, a playercount of 0/6 is shown
> in the browser, despite the number of players (and bots) a
There must be a place to download the MvM maps somewhere, because when
I start my server, I get an error "CModelLoad::Map_IsValid: No such
map 'maps/mvm_decoy.bsp'. I get this error for all three maps.
On Thu, Aug 16, 2012 at 6:47 AM, Landon Orr wrote:
> Thanks for the replies, the're helping a t
I've confirmed that new players can't join a game with less than 6 human
players if a round is in progress and bots have already spawned.
-Jeremy
On Aug 16, 2012, at 9:20 AM, Mark Winckle wrote:
I have the same bug as Jeremy.
On 16 August 2012 03:51, Lord_Jeremy Xavier wrote:
> My linux serv
try to verify the gamefiles (hldsupdatetool.exe -command update -game tf
-dir x -verify_all)
On Thu, Aug 16, 2012 at 3:20 PM, Landon Orr wrote:
> There must be a place to download the MvM maps somewhere, because when
> I start my server, I get an error "CModelLoad::Map_IsValid: No such
> map 'ma
I made a thread about the same issue earlier (on the linux list). I'm
experiencing it as well.
On Thu, Aug 16, 2012 at 8:57 AM, Andreas Grimm wrote:
> These two lines are present, too:
> Engine error: Host_Error: Overflow error writing string table baseline
> ServerPopFiles
> Engine error: Host_
Do you have a backtrace?
I don't have this error, but I assume is CBaseClient::SendServerInfo ->
CNetworkStringTableContainer::WriteBaselines, so the overflow occurs when a
client joins.
I see that the buffer used by CBaseClient::SendServerInfo has 96000 bytes.
The problem occurs when writing th
The first bug E. Olsen had happened to me as well until I restarted
the server, even after unlocking it
On Thu, Aug 16, 2012 at 9:10 AM, Damon Reece wrote:
> "kick username"
>
>
> -Damon
>
> "The speed of light sucks." -John D. Carmack
>
>
> On Thu, Aug 16, 2012 at 8:24 PM, Flubber wrote:
>>
>>
Hi,
Today, I found out that my servers were running at 100 FPS/tickrate. After
checking, I found out that -tickrate has been added back with the latest
TF2 update. I thought the plan was to have all servers run at a tickrate of
66. Why has the command line option been added back?
--
Best regards
Perhaps in order to allow running lower tickrate servers for MvM (to reduce
CPU usage).
It seems they are going back on the plan to have all servers run at 66 now.
Look at DODS and CS:GO.
On Thu, Aug 16, 2012 at 9:58 AM, AnAkIn wrote:
> Hi,
>
> Today, I found out that my servers were running at
CS:GO do have the -tickrate option and the max is 128? At least that's how
it was last time I checked, or maybe that was changed recently.
2012/8/16 1nsane <1nsane...@gmail.com>
> Perhaps in order to allow running lower tickrate servers for MvM (to
> reduce CPU usage).
>
> It seems they are going
Better question: Why do you still have it in your commandline ages after
its abolition?
On 2012/08/16 15:58, AnAkIn wrote:
Hi,
Today, I found out that my servers were running at 100 FPS/tickrate.
After checking, I found out that -tickrate has been added back with the
latest TF2 update. I thoug
I meant automatically of course...
2012/8/16 Damon Reece
> "kick username"
>
>
> -Damon
>
> "The speed of light sucks." -John D. Carmack
>
>
> On Thu, Aug 16, 2012 at 8:24 PM, Flubber wrote:
>
>> Anyway to kick specs human, server doesn't seems to kick them itself.
>> Thx
>>
>>
>> 2012/8/16 Dam
Because my GSP never removed it. Doesn't change the fact that it wasn't
supposed to come back.
2012/8/16 Dominik Friedrichs
> Better question: Why do you still have it in your commandline ages after
> its abolition?
>
>
> On 2012/08/16 15:58, AnAkIn wrote:
>
>> Hi,
>>
>> Today, I found out that
Quickplay is still sending people in even though the 6 max is reached.
Setting visible maxplayers to 6 makes it look like there's 0/6 in which
is weird. Is this normal?
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Hello!
I know there is a so called tickrate which means how frequently server
calculates game world. That should not be confused with sys_ticrate which means
how frequently server checks arrived client data. Am I right?
The problem is: I don’t know how to properly set tickrate. What should I
Tick rate for gold source is set with sys_ticrate and it's the same as the
server FPS. There is no command line option.
2012/8/16 Dmitriy Bobrovskiy
> Hello!
>
> ** **
>
> I know there is a so called tickrate which means how frequently server
> calculates game world. That should not be confu
So what exactly means ‘server fps’?
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Thursday, August 16, 2012 6:39 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Tickrate for GoldSrc
Tick rate for go
There seem to be a problem since latest TF2 update, the prediction hack
(crit hack/no spread) detection has many false positives. This may only
happen on MvM, I wasn't able to reproduce the issue yet.
2012/8/10 Kyle Sanderson
> He actually replied to the existing thread :O
>
> > Download: http:/
On 2012/08/16 16:37, Dmitriy Bobrovskiy wrote:
Hello!
I know there is a so called tickrate which means how frequently server
calculates game world. That should not be confused with sys_ticrate
which means how frequently server checks arrived client data. Am I right?
The problem is: I don’t know
1. I've used search a lot but haven't find an answer.
2. Default value is fine for the most situations but not for all of them. It is
by definition.
Anyway thank you for your help.
> -Original Message-
> From: hlds-boun...@list.valvesoftware.com [mailto:hlds-
> boun...@list.valvesoftware
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour or two
with "Sys_Error( Host_Error: Overflow error writing string table baseline
ServerMapCycle" or "Engine error: Host_Error: Overflow error writing string
table baseline GameRulesCreation" in the crash dumps.
On Thu, Aug 16,
Confirmed here too. Windows Server 2008 R2
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour
or two with "Sys_Error( Host_Error: Overflow error writing string
table baseline ServerMapCycle" or "Engine error: Host_Error: Overflow
error w
I actually wish mine would crash once in a while. At least it would keep
them from filling with ghost clients that eventually take up all 32 slots
and don't let people join after a few hours! Embrace the chaos guys. LMAO!
At least SourceMod is stable again with the latest snapshot. Have a good
And again the same here, also Windows 2008(R2) - all servers - same errors.
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 2008R2 (PVP) servers every hour
or two with "Sys_Error( Host_Error: Overflow error writing string
table baseline ServerMapCycle" or "Engine erro
It's not a bug, it's an undocumented feature. Here in after known as
"Everyone's a Winner!"
It doesn't matter what wave you're on, rounds continue when you lose (at
least) periodically.
Furthermore when it restores to checkpoint, more often than not the map bomb
pit doesn't restore at all
If there no maps in maps, you should update your server with restarting
it with -autoupdate.
MVM Maplist:
mvm_mannworks
mvm_coaltown
mvm_decoy
Also try to set mp_timelimit to 0, so it loads automaticly the next map
after all waves.
Greets,
Marco
Am 16.08.2012 14:47, schrieb Landon Orr:
Tha
I believe the bug is related to the server itself lagging out and doing a
tournament regular round end as opposed to a MvM round end. Notice that when
the glitch occurs, it displays the scoreboard and lets you continue playing, as
opposed to the MvM Failure screen with the MvM tips and the two b
I had been running the hldsupdatetool.exe command incorrectly, I
changed it and now I'm up and running. I have 6 servers running now,
and they're completely full. Thanks a ton for the help.
On Thu, Aug 16, 2012 at 12:24 PM, Marco Vockner wrote:
> If there no maps in maps, you should update your s
This needs fixing immediately. Crashing too many times and it requires
someone to go and press OK.
On 16/08/2012 18:30, Game-Over wrote:
And again the same here, also Windows 2008(R2) - all servers - same
errors.
On 16/08/2012 17:21, E. Olsen wrote:
Yep - I'm getting crashes on Windows 200
Has anyone figured out a nice way to vhost srcds? Preferably in Linux of course.
As in, subdomains or domains resolving to specific ports.
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visit:
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We're fixing this for a release later today.
Also, we've found an issue with MvM servers that have a value set for
mp_timelimit. When the timelimit hits the server gets into a state that it
can't recover from. For now, you should set mp_timelimit 0 on MvM dedicated
servers. We're working on
sys_ticrate 100 = 100 FPS (Frames Per Second ) graphics
Lorne M.a.k.a. BlyteFrom: supp...@isotonic.ru
To: hlds@list.valvesoftware.com
Date: Thu, 16 Aug 2012 18:40:28 +0400
Subject: Re: [hlds] Tickrate for GoldSrc
So what exactly means ‘server fps’? From: hlds-boun...@list.valvesoftware.com
[ma
Gold Source sys_ticrate 100 or fps 100 ( one or the other not both )Must /
should be put in the server.cfg or the multiplayer.cfg .( one or the other not
both )It will not work from the servers command-line. Lorne M.a.k.a.
BlyteFrom: blyte_sc...@hotmail.com
To: hlds@list.valvesoftware.com
Date
tickrate actually needs to be declared at init of the srcds, fps can be changed
on the fly, and in configs. configs are effectively changing cvars while the
server is running, hence the distinction of tickrate being declared at init.
tickrate cannot be changed once a server has started, however
I too have the same bug :(
Date: Thu, 16 Aug 2012 14:19:49 +0100
From: m...@winckle.co.uk
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] Mandatory TF2, DoD:S, and HL2:DM updates released
I have the same bug as Jeremy.
On 16 August 2012 03:51, Lord_Jeremy Xavier wrote:
My linux servers ar
Not true for HLDS as far as I know.
On Thu, Aug 16, 2012 at 9:21 PM, T Marler wrote:
> tickrate actually needs to be declared at init of the srcds, fps can be
> changed on the fly, and in configs. configs are effectively changing cvars
> while the server is running, hence the distinction of tickr
Is there a performance increase in setting tickrate back to 100 now?
Sent from my iPhone
On Aug 16, 2012, at 9:19 AM, AnAkIn wrote:
> Because my GSP never removed it. Doesn't change the fact that it wasn't
> supposed to come back.
>
> 2012/8/16 Dominik Friedrichs
> Better question: Why do yo
More like a performace hit. You are making the server do more cycles per
second so all the stuff can be handled therefore more cpu.
On 8/16/2012 12:53 PM, Matt Adams wrote:
Is there a performance increase in setting tickrate back to 100 now?
Sent from my iPhone
On Aug 16, 2012, at 9:19 AM, A
Setting tickrate to a non default value has always caused timing issues
with physics. Grenade launcher, stickybomb launcher will fire faster for
example IIRC.
2012/8/16 Cameron Munroe
> More like a performace hit. You are making the server do more cycles per
> second so all the stuff can be han
>From my experience, the bug only seems to happen when the map time has
expired. Setting mp_timelimit 0 seems to have solved it for now, and the
game still changes map at the end of the mission.
I might be wrong, but that's what I've seen so far.
On 16 August 2012 19:29, William S. wrote:
> I b
FPS put in the server.cfg file works on a dedicated hlds server.
But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with cpu
usage.
Yes sys_ticrate does affect the system globally
mm_system
(sleep_timer/s )
1msmax 1000 fps
2ms max 500f
No one at this time hasn’t give an explanation what fps does. But it is key
point to ‘understanding’..
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lorne Mock
Sent: Friday, August 17, 2012 12:33 AM
To: hlds@list.valvesoftware.com
Subject:
What FPS Booster plugin do you use?
On Thu, Aug 16, 2012 at 4:32 PM, Lorne Mock wrote:
> FPS put in the server.cfg file works on a dedicated hlds server.
> But I use a FPS Booster plugin. so the sys_ticrate will auto adjust with
> cpu usage.
> Yes sys_ticrate does affect the system global
Very simply: FPS stands for Frames per Second. The server sends messages to
the clients at a regular interval with information about position of
players, who died, and all that stuff. The higher FPS your server has, the
more messages it will be able to send out about peoples' positions.
This is no
If you start a server in MvM without -maxplayers 32 it spams
the console with the message:-
"You must set maxplayers to 32 to host MvM"
It would be much more preferable if it said the message then
exited instead of spamming the message hundreds of times a
second wasting machine resources.
Reg
> As in, subdomains or domains resolving to specific ports.
You mean SRV support? ( http://en.wikipedia.org/wiki/SRV_record )
I don't think srcds/goldsrc engine currently support it, it's a would be
nice feature :)
One thing you could do, is set an A record on the domain and do:
tf2.mygameserve
And since the clients most likely never run with a cl_updaterate above 100,
a sys_ticrate above 100 is useless as they won't receive new positions more
often.
2012/8/16 Gavin Langdon
> Very simply: FPS stands for Frames per Second. The server sends messages
> to the clients at a regular interval
So if I make an A record for a subdomain, example:
subdomain.lanified.com -> record type A -> 255.255.255.255:65535
it will direct traffic accessing that (sub)domain to that specific port?
- Original Message -
From: Dan Offord
Date: Thursday, August 16, 2012 3:29 pm
Subject: Re: [hlds]
Host A records map hostnames to IP Addresses. I don't believe you can
specify ports.
What you'd probably end up doing is subdomain.lanified.com:65535 . If
you're using the default port (27015) your clients could just type in
`connect subdomain.lanified.com`.
Thanks,
Kyle.
On Thu, Aug 16, 2012 at
But how frequently server calculates ‘information about position of players,
who died, and all that stuff’ by its own?
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of AnAkIn
Sent: Friday, August 17, 2012 1:32 AM
To: Half-Life dedicated Wi
I'd love a command for this, it really is annoying to have to vote to
change to something else.
Don't votes run commands after they are won? Maybe we could steal the
command from there.
On 8/16/2012 5:53 AM, Mark Steele wrote:
The only real way I've found so far is to call a ChangeMission vo
What's the proper configuration then for allowing Only 6 players to connect
(Matchmaking or Direct Connect) and no specatators allowed? I've tried
differente approaches, right now i have:
sv_visibleplayers "6"
mp_allowspectarors "0"
tf_mm_servermode "0"
tf_mm_strict "0"
The goal here i
Why would I want to vhost the default port?
I want to vhost so I can host multiple servers on the same IP without people
having to memorize ports.
- Original Message -
From: Kyle Sanderson
Date: Thursday, August 16, 2012 4:26 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated
As far as I know, Source doesn't use DNS at all, it's completely
IPv4-address-based. Lookups are done at connect time or adding-to-favourites
time, completely by the client. There's no official or unofficial way to do
HTTP-style vhosting as far as I am aware.
On 17/08/2012, at 9:19 AM, T Marler
I knew I'd find it somehow!
You can use tf_mvm_popfile to select the appropriate mission file. The
popfiles are in tf/scripts/population, and are listed in
tf_mvm_missioncycle.res. This can probably also be used to load missions
that belong to different maps, but I wouldn't recommend it. Who knows
I don't know if this one was mentioned yet, but I just noticed that my
stock (no addons folder) MvM server reported having 0/6 players on it,
but wasn't letting me join.
Since it has sv_visiblemaxplayers 6, I decided to check the server
console... it reported 22 bots on the server and no playe
T.
I believe it's a technical limitation that has no solution. The best you can
hope for is to separate out the port addresses each server uses by a fixed
number. 20715, 20735, 20755, 20775 etc. Just don't make that number "5" since I
seem to remember the default stv port is 20720.
It's not such
Update: We're still gathering fixes and testing. The update won't be out until
early tomorrow.
-Eric
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Eric Smith
Sent: Thursday, August 16, 2012 11:53 AM
To: Half-Life dedicated Win32 server mai
I was getting huge amounts of garbage printed to console on "round
finish" and massive lag spikes... Very unhappy players.
This only seemed to stop when:
mp_maxrounds 0
mp_autoteambalance 0
Sudden Death OFF / No Cvar
mp_allowspectators 0
Hope this helps if anyone else was getting this behaviou
Engineer upgrade
"5% per 5 seconds per upgrade", in one part of text, actually is 5 metal per 5
seconds per upgrade. 5% seems good, but the current form seems way underpowered
- Original Message -
From: Eric Smith
Date: Thursday, August 16, 2012 6:45 pm
Subject: Re: [hlds] TF2 Engine Er
As someone said earlier, I think I am going to look into SRV records
- Original Message -
From: Agro
Date: Thursday, August 16, 2012 6:30 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life dedicated Win32 server mailing list
> T.
> I believe it's a technical limitation that has no solu
As that same someone said earlier, SRV records don't work on srcds servers!
T Marler wrote:
As someone said earlier, I think I am going to look into SRV records
- Original Message -
From: Agro
Date: Thursday, August 16, 2012 6:30 pm
Subject: Re: [hlds] srcds vhosting
To: Half-Life ded
Look into high resolution timer. Such as the one used in Windows Media Player
Simply having it open in the background without a file playing will start a
high resolution timer.Then try setting the fps xxx cvar Clients not having
their cvars in order (FPS pertaining to graphics,connectivity or
On 8/16/12 4:31 PM, netshr...@gmail.com wrote:
> As far as I know, Source doesn't use DNS at all, it's completely
> IPv4-address-based. Lookups are done at connect time or adding-to-favourites
> time, completely by the client. There's no official or unofficial way to do
> HTTP-style vhosting as
The good thing about DNS is that, apart from CNAME, it's one-to-many. So in
theory, assuming hypothetical DNS support on Source, you could set up 20 SRV
records for the same subdomain, and if the user adds that to their favourites
they then get a grouped list of all your servers.
On 17/08/2012,
I've got several players reporting they get stuck at "Retrieving Server
Info..." and they cannot connect no matter how long they wait. They receive
the error:
*Netchannel: failed reading message net_SetConVar from *
*
*
Sorry if I missed this already, but didn't see it posted yet.
found an old HLDS List thead that might help in the understandind of
sys_ticrate , fps , update rates or servers and clients. I'm done -Original
Message-
From: Kevin Ottalini [EMAIL PROTECTED]
Sent: Wednesday, May 17, 2006 11:01 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] mor
82 matches
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